"""This modules defines the Widget class, which is the base of the PGU widget hierarchy.""" import pygame from . import pguglobals from . import style class SignalCallback: # The function to call func = None # The parameters to pass to the function (as a list) params = None class Widget(object): """Base class for all PGU graphical objects. Example - Creating your own Widget: class Draw(gui.Widget): def paint(self,s): # Paint the pygame.Surface return def update(self,s): # Update the pygame.Surface and return the update rects return [pygame.Rect(0,0,self.rect.w,self.rect.h)] def event(self,e): # Handle the pygame.Event return def resize(self,width=None,height=None): # Return the width and height of this widget return 256,256 """ # The name of the widget (or None if not defined) name = None # The container this widget belongs to container = None # Whether this widget has been painted yet _painted = False # The widget used to paint the background background = None # ... _rect_content = None # A dictionary of signal callbacks, hashed by signal ID connects = None def __init__(self, **params): """Create a new Widget instance given the style parameters. Keyword arguments: decorate -- whether to call theme.decorate(self) to allow the theme a chance to decorate the widget. (default is true) style -- a dict of style parameters. x, y -- position parameters width, height -- size parameters align, valign -- alignment parameters, passed along to style font -- the font to use with this widget color -- the color property, if applicable background -- the widget used to paint the background cls -- class name as used by Theme name -- name of widget as used by Form. If set, will call form.add(self,name) to add the widget to the most recently created Form. focusable -- True if this widget can receive focus via Tab, etc. (default is True) disabled -- True of this widget is disabled (defaults is False) value -- initial value """ #object.Object.__init__(self) self.connects = {} params.setdefault('decorate',True) params.setdefault('style',{}) params.setdefault('focusable',True) params.setdefault('disabled',False) self.focusable = params['focusable'] self.disabled = params['disabled'] self.rect = pygame.Rect(params.get('x',0), params.get('y',0), params.get('width',0), params.get('height',0)) s = params['style'] #some of this is a bit "theme-ish" but it is very handy, so these #things don't have to be put directly into the style. for att in ('align','valign','x','y','width','height','color','font','background'): if att in params: s[att] = params[att] self.style = style.Style(self,s) self.cls = 'default' if 'cls' in params: self.cls = params['cls'] if 'name' in params: from . import form self.name = params['name'] if form.Form.form: form.Form.form.add(self) self.form = form.Form.form if 'value' in params: self.value = params['value'] self.pcls = "" if params['decorate'] != False: if (not pguglobals.app): # TODO - fix this somehow from . import app app.App() pguglobals.app.theme.decorate(self,params['decorate']) def focus(self): """Focus this Widget.""" if self.container: if self.container.myfocus != self: ## by Gal Koren self.container.focus(self) def blur(self): """Blur this Widget.""" if self.container: self.container.blur(self) def open(self): """Open this widget as a modal dialog.""" #if getattr(self,'container',None) != None: self.container.open(self) pguglobals.app.open(self) def close(self, w=None): """Close this widget, if it is currently an open dialog.""" #if getattr(self,'container',None) != None: self.container.close(self) if (not w): w = self pguglobals.app.close(w) def is_open(self): return (self in pguglobals.app.windows) def is_hovering(self): """Returns true if the mouse is hovering over this widget.""" if self.container: return (self.container.myhover is self) return False def resize(self,width=None,height=None): """Resize this widget and all sub-widgets, returning the new size. This should be implemented by a subclass. """ return (self.style.width, self.style.height) def chsize(self): """Signal that this widget has changed its size.""" if (not self._painted): return if (not self.container): return if (pguglobals.app): pguglobals.app.chsize() def update(self,s): """Updates the surface and returns a rect list of updated areas This should be implemented by a subclass. """ return def paint(self,s): """Render this widget onto the given surface This should be implemented by a subclass. """ return def repaint(self): """Request a repaint of this Widget.""" if self.container: self.container.repaint(self) def repaintall(self): """Request a repaint of all Widgets.""" if self.container: self.container.repaintall() def reupdate(self): """Request a reupdate of this Widget.""" if self.container: self.container.reupdate(self) def next(self): """Pass focus to next Widget. Widget order determined by the order they were added to their container. """ if self.container: self.container.next(self) def previous(self): """Pass focus to previous Widget. Widget order determined by the order they were added to their container. """ if self.container: self.container.previous(self) def get_abs_rect(self): """Returns the absolute rect of this widget on the App screen.""" x, y = self.rect.x, self.rect.y cnt = self.container while cnt: x += cnt.rect.x y += cnt.rect.y if cnt._rect_content: x += cnt._rect_content.x y += cnt._rect_content.y cnt = cnt.container return pygame.Rect(x, y, self.rect.w, self.rect.h) def connect(self,code,func,*params): """Connect an event code to a callback function. Note that there may be multiple callbacks per event code. Arguments: code -- event type fnc -- callback function *values -- values to pass to callback. Please note that callbacks may also have "magicaly" parameters. Such as: _event -- receive the event _code -- receive the event code _widget -- receive the sending widget Example: def onclick(value): print 'click', value w = Button("PGU!") w.connect(gui.CLICK,onclick,'PGU Button Clicked') """ if (not code in self.connects): self.connects[code] = [] for cb in self.connects[code]: if (cb.func == func): # Already connected to this callback function return # Wrap the callback function and add it to the list cb = SignalCallback() cb.func = func cb.params = params self.connects[code].append(cb) # Remove signal handlers from the given event code. If func is specified, # only those handlers will be removed. If func is None, all handlers # will be removed. def disconnect(self, code, func=None): if (not code in self.connects): return if (not func): # Remove all signal handlers del self.connects[code] else: # Remove handlers that call 'func' n = 0 callbacks = self.connects[code] while (n < len(callbacks)): if (callbacks[n].func == func): # Remove this callback del callbacks[n] else: n += 1 def send(self,code,event=None): """Send a code, event callback trigger.""" if (not code in self.connects): return # Trigger all connected signal handlers for cb in self.connects[code]: func = cb.func values = list(cb.params) # Attempt to be compatible with previous versions of python try: code = func.__code__ except: code = func.func_code nargs = code.co_argcount names = list(code.co_varnames)[:nargs] # If the function is bound to an instance, remove the first argument name. Again # we keep compatibility with older versions of python. if (hasattr(func, "__self__") and hasattr(func.__self__, "__class__") or hasattr(func,'im_class')): names.pop(0) args = [] magic = {'_event':event,'_code':code,'_widget':self} for name in names: if name in magic.keys(): args.append(magic[name]) elif len(values): args.append(values.pop(0)) else: break args.extend(values) func(*args) def _event(self,e): if self.disabled: return self.send(e.type,e) return self.event(e) def event(self,e): """Called when an event is passed to this object. Please note that if you use an event, returning the value True will stop parent containers from also using the event. (For example, if your widget handles TABs or arrow keys, and you don't want those to also alter the focus.) This should be implemented by a subclass. """ return def get_toplevel(self): """Returns the top-level widget (usually the Desktop) by following the chain of 'container' references.""" top = self while (top.container): top = top.container return top def collidepoint(self, pos): """Test if the given point hits this widget. Over-ride this function for more advanced collision testing.""" return self.rect.collidepoint(pos)